"Superior tactics isn't something I run out of. I can keep this up all day long."
Table of Contents
- Introduction and selling points of PM (this page)
- Includes a comparison of PM vs WSG
- Also includes general guide information (ratings, definitions, etc)
- Weapon and Implement overview
- Includes pros & cons of Push vs Slide
- Notes on ability scores, and starting the combo early vs late
- Races overview and rating
- Class overview, and a detailed discussion of the most optimal classes and races
- Powers: List of applicable powers, by class
- Feats: Relevant feats that enable and enhance PM combos
- Paragon Paths and Epic Destinies that assist the combo
- Magic Items that enable and enhance PM combos
- Discussion of strategy with a prone-inducing build
- Plus options for the DM on how to respond to a PM build
- Example combos and complete builds
- Index of feats/items/etc to get the combo started
Introduction - Why does this feat need its own guide?
This is a guide for using the Polearm Momentum feat from Martial Power, which allows you to knock targets prone consistently and effectively with the right support. Someone once proposed that this is one of the most stolen feats in the game, in that many classes multiclass into fighter just to get it. With the vast variety of options available to so many classes, and the wide spread of strategies and builds that can come from it, I felt it was expedient to create a guide devoted to this feat.
There are several options out there for a prone build, but PM offers some advantages. It does not require that the target be slowed (world serpent builds; see comparison below), nor require other circumstantial effects that are a pain to keep applied -- you just have to push or slide 2, which is easy. It typically allows you to prone targets at-will, on Opportunity Attacks, and on many interrupt attacks like the Fighter's Combat Challenge. Many characters can have the combo out as early as level 2 or 4 without a serious hit to stats, and there's a host of ways to make the combo work with a variety of classes, including spellcasters!
PM benefits classes from all roles (primary and secondary). Defenders especially benefit from knocking enemies prone, because it allows them to be stickier and lock the target down (either adjacent or far away) and protect allies. Strikers like to keep enemies prone for the combat advantage, and for keeping enemies compromised and well-positioned. Prone enemies have a hard time getting out of flanking and walls of fire. Controllers and leaders likewise want to keep enemies inhibited and away from vulnerable allies (including themselves), and they love to make a target vulnerable to the rest of the party by knocking them on their face and positioning them next to a striker or defender.
Once PM is combined with other feats like Heavy Blade Opportunity or Polearm Gamble, characters can create insanely effective combos that shut enemies down, protect allies, and make your character a force to be feared.
With all that said, PM has stringent requirements that must be met. First, you must be a fighter to take the feat. This isn't as restrictive as its sounds, since multiclassing (one feat) and hybrids can easily satisfy the fighter requirement. Second, you must have Dexterity and Wisdom both to 15 to take the feat. This is harsh for classes and races who don't match well with either of those two stats, though it's still doable. Third, you must be using a polearm or spear, either as a weapon or implement for the attack. Check the weapon & implements overview section for information on how best to do this. Fourth and finally, you must push or slide an enemy 2 or more squares with that power to trigger the prone. A variety of powers, feats and items are available to facilitate this.
Polearm Momentum text
Heroic tier feat
Requirements: Fighter, Dex 15, Wis 15
Benefit: Whenever you use a polearm or spear attack to push or slide a target 2 or more squares, you can also knock that target prone at the end of the forced movement.
Heroic tier feat
Requirements: Fighter, Dex 15, Wis 15
Benefit: Whenever you use a polearm or spear attack to push or slide a target 2 or more squares, you can also knock that target prone at the end of the forced movement.
In Summary, a Polearm Momentum combo offers:
- The ability to knock enemies prone with your at-will powers, as well as with many other powers that push or slide
- The ability to reposition and prone enemies as an OA or immediate interrupt with many classes. Defenders are especially fond of this.
- Nearly all the requirements are up-front, so once you've bought into the combo it's easy to implement it simply by pushing or sliding the target.
- Prone is a potent status that limits the opponent's actions (especially while it's dazed), and allows bonuses to melee attackers.
To do the combo, you must meet these requirements:
- Class: Be a Fighter (even if you must multiclass or hybrid into it)
- Stats: Dex 15 & Wis 15
- Weapon/implement: Use a spear or polearm for the attack (there's plenty of ways to do this even for spellcasters). PM won't work with powers that don't use a weapon/implement.
- Power: Use a weapon/implement power that pushes or slides 2 or more (using feats/items/etc to add push/slide or increase distance to 2 is a common strategy).
There's surprisingly many ways to meet these requirements, even for spellcasters and classes that don't normally push/slide.
Some other caveats and quirks we've discovered
- Same
action: From what I can tell, the weapon/implement power you're using
to push/slide needs to push/slide as part of the same action. I've
not seen any official rulings either way, but it seems pretty likely to
be this way and I'm erring on the safe side. WSG+HS builds have a
similar problem: they only trigger on an attack, and a free action push
isn't technically an attack power.
- For example, the fighter's Tide of Iron power works, as does the barbarian's Pressing Strike. If a barbarian is in the Iron Hammer Rage and then hits with another attack power, Iron Hammer adds a push to that power and triggers PM. Mark of Storm + a lightning enchantment is able to add slides to every attack you make.
- However, Rage of the Tyrant pushes as a separate, minor action, instead of adding a push to the attack action. Likewise the Knight's Hammer Hands stance pushes as a free action, instead of adding a push to the attack action.
- Target
of the Attack: only enemies targeted by the attack are affected by PM
(it specifically mentions only the target).
- Wolfstone Fury can push multiple creatures, but only the target would be proned by PM (if the target was even adjacent). Tidal Rage can slide multiple enemies with each attack during the rage, but PM only affects the target of the attack that triggers the slide.
- However, the fighter power Scattering Swing targets each enemy in the burst you can see, meaning PM will trigger separately against each.
Polearm Momentum builds specialize in applying forced movement and prone by nature. Many can also specialize in the following:
- Reach: 2-4
- Battlefield Control, as a defender, controller, etc
- Attack penalties (stacked with prone)
- Defender stickiness
- Self- and Ally-protection (intercept attacks, disable enemies, prevent approach)
- Extra Damage (e.g. damaging each time you push or prone target)
- Charging (charge attacks will reposition and prone target, in additon to other effects)
- Exploiting prone targets with your and allies' attacks
- Threatening Reach
- Prone with ranged/area spells, or ranged/throwing weapons
- etc etc
Which of these you do depends a lot on your class, feat and power selections. I demonstrate a few in the combos section, and many are shown off nicely in the example builds.
Polearm Momentum vs World Serpent's Grasp
As mentioned above, there are two major branches to building a prone-inducing build: Polearm Momentum and World Serpent's Grasp. Unfortunately there is not currently a WSG handbook; otherwise I'd link to it (I may make one someday). I think WSG is a very valid option for a prone build, with real advantages but also with disadvantages. I present this comparison to help people choose which path is right for them. It's true I'm potentially biased because I'm writing a PM handbook only, but I've tried to give a fair and accurate assessment of the pros and cons of each.
I mean... How DARE you doubt me! ;)
PM vs WSG
Requirements
Requirements
- Stats (Advantage: WSG)
- Polearm Momentum requires 15 Dexterity & 15 Wisdom.
- WSG builds typically have no such requirements.
- Weapon/Implement (Advantage: WSG)
- Polearm Momentum only works with Polearms and Spears, and requires powers with the Weapon or Implement keyword.
- WSG doesn't care about the weapon you're using, opening the doors to many potent combos (especially with hammers). Presumably, WSG activates even on attacks that do not use a weapon/implement (so long as it's an "attack").
- Forced Movement (Advantage: WSG)
- PM only triggers on a push/slide of 2 or more. PM struggles with slides on ranged and area powers, because these are hard to increase to 2 with items/feats.
- WSG does not itself require forced movement, but Hindering Shield does. However, HS cares nothing for distance or type of forced movement, making it much more open. This can free up the feat or item slot that PM uses to increase forced movement, and HS works on a wider variety of powers.
- Required Conditions (Advantage: PM)
- WSG requires the Slow effect.
- PM does not require any conditions (just push/slide).
- Shield (Advantage: PM)
- PM does not need a shield, but can benefit from one.
- Most WSG builds do require a shield because they rely upon Hindering Shield to generate Slow. A notable exception is rangers using Hobbling Strike.
- Single vs Multi-attack (Advantage: PM)
- WSG
builds typically require multiattacking. The first hit applies
slow (usually with HS), and the second hit exploits the slow to prone
the target. Some notable exceptions exist (possibly monk).
Only a few classes can multiattack at-will, limiting WSG's options for
that route.
- It is hard to use a shield and still dual-wield (a common way to multiattack at-will with HS). Rangers do well with hobbling strike, or ranged and throwing weapons (since only one weapon is required for ranged attacks). Spiked shield as one of the weapons is another option.
- PM only requires one hit to prone the target. It benefits from multiattacks, typically exploiting the prone condition it just caused.
- WSG
builds typically require multiattacking. The first hit applies
slow (usually with HS), and the second hit exploits the slow to prone
the target. Some notable exceptions exist (possibly monk).
Only a few classes can multiattack at-will, limiting WSG's options for
that route.
- Earliest Payoff (Advantage: PM)
- Hindering Shield, a common staple of WSG builds, is a Paragon feat. This means many WSG builds are paragon bloomers at the earliest.
- PM can be working at-will as early as level 2-4 in many builds, and gets better in Paragon with various feats.
- Note that WSG itself is Heroic, so a few builds that can reliably generate and exploit Slow effects can start to perform earlier than Paragon. For example, rangers using Hobbling Strike.
- Range (about equal)
- WSG and PM work well with both melee and ranged powers/builds.
- Who Gets Proned (Advantage: WSG)
- PM only prones the target of the attack, even if other creatures were pushed or slid.
- WSG triggers simply on hitting a slowed target with an attack, and HS applies slow with any forced movement during an attack. Both work against non-targets.
- Required Class (Advantage: WSG)
- PM requires that classify as a fighter, so non-fighters typically have to spend a feat to multiclass into it.
- WSG has no class requirements
- Daze (Advantage: WSG)
- WSG builds can use hammers to daze at-will, a major advantage over PM in Epic. Daze is an amazing condition when combined with prone.
- I haven't figured out a way to daze at-will in a PM build.
- Team Reliance vs Self-Sufficiency (varies)
- Instead of using HS, some WSG builds rely on allies to apply the slow. This is a nice option to have, but relying on an ally to make your build work can be tricky and uncomfortable.
- PM is entirely self-sufficient, which can be good or bad: you don't need allies to do part of the requirements for you, but you don't have the option either.
In the end, World Serpent's Grasp can be easier to get out because it does not have specific stat/class/weapon requirements. However, it requires applying the slow condition and almost always requires multiattacks to exploit the slow (making it harder to then exploit the prone on the same turn). Plus a staple method of creating the slow condition (Hindering Shield) is Paragon, so most WSG builds wait until level 11 or later to perform. That said, WSG's ability to use hammers to mix Daze with Prone at-will can be devastating.
Polearm Momentum has stricter requirements (some of which can be harsh for a few classes), but they're all paid up-front. Once you've made the investment, you only need to hit once to prone a target, and multiattacks get to exploit the prone on the second hit. PM builds are inherently forced movement oriented too, so enemies tend to be prone in advantageous positions. Plus, many PM builds come out in Heroic instead of Paragon, if not early Heroic (level 2 or 4).
That's my view your options. I hope it's helped!
Scope of This Guide
This guide is specifically focused on Polearm Momentum. I'm going to omit a huge amount of useful stuff that a character would be out of his mind to not use, simply because I could never hope to cover it all. I'm just focused on stuff that directly relates to enhancing a PM combo, with the occasional noteworthy side item inserted at my discretion.
I do this out of practicality and self-preservation. The scope of this guide is naturally rather large, given that I need to cover every race, class, feat, etc that can make a valuable contribution to a PM build. I'd rather leave everything that's outside this scope to other guides that specifically cover a class or race in the detail they deserve. You will want to take a weapon/implement expertise feat, defense feats, and so on, even though I don't cover them in this guide.
Ratings
Colored & bolded text typically indicates I'm rating the value and effectiveness of a feat or power. This rating applies to its relevance and helpfulness in a PM combo, not overall. Feats I rate poorly for their contribution to PM builds may still be extremely valuable and something you would take anyway. I only rated them poorly because they don't help PM.
Note that these ratings are also not always universally applicable to all PM builds. I'll try to note when they're circumstantially good or bad, but if don't then don't be offended that I gave a gold rating to a feat that only applies to one class. :D These ratings are suggestions, not the law.
BTW, I willfully, knowingly and shamelessly pilfered this ratings list from the Fighter Handbook, because I think LDB did a good job with is ratings.
Red: Garbage, or completely overshadowed by another option.
Purple: Situationally useful, but overall pretty meh.
Black: OK. You could do worse than pick this, but if you're pressed for feats then you won't miss it.
Blue: Good stuff. You probably want this.
Sky Blue: Excellent value. You almost certainly want this.
Gold: Nearly anyone compatible with this option will want it. A defining choice for a build, or possibly anyone taking PM.
Sources
This is a list of books & supplements and their abbreviations. I will try to eventually cover all these sources; however, if I don't get around to them all (and no one offers to do so for me) then I'll probably remove them from the list so I'm not misleading people into thinking I've got that source covered.
Italics shows a source I haven't examined in detail yet, so I'm probably missing important stuff (unless it came up in my compendium searches).
AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DSCS or sometimes DS - Dark Sun Campaign Setting
EPG - Eberron Player's Guide
DP - Divine Power
FRPG - Forgotten Realms Player's Guide
HoS - Heroes of Shadow
HotFK - Heroes of the Forgotten Kingdoms
HotFL - Heroes of the Fallen Lands
MOTP - Manual of the Plains
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PrP or sometimes PP - Primal Power
PsP - Psionic Power
Special thanks
- People in the original discussion thread. Thanks for the ideas, encouragement and help! Special thanks to mccowen for the original idea to do a dedicated handbook, even though he wasn't able to be around to do the guide himself.
- LDB for his amazing fighter handbook, from which I drew inspiration for how to format my own guide. Plus, his guide for fighters pointed out some amazing feats and items that made some PM builds possible in the first place -- both fighter and non-fighter. That's part of why I started this guide.
- Everyone posting -- thanks for your comments and ideas!
- I got the image at the top of this thread from the Ronin build's thread. I have no idea how to credit its origins, as the thread's author appears to be gone and I can't ask where he got it. If you know, please tell me so that I can give credit, and replace it if the author does not approve of its use.
How to help
If you want to suggest a feat/power/weapon/etc for this guide, I'd appreciate details where to find it, especially if compendium doesn't list it for whatever reason.
I love ideas and new takes on the combo. Feel free to post your build idea (or a link to your build is preferrable to reposting the whole thing here, when able). I'm planning on including a few links to builds in the guide itself, but I anticipate the greatest ideas to be in the discussion that follows.
I also welcome discussion on my ratings and other parts of the handbook, and I appreciate suggestions for things to add to the guide or fix/change. I'm only one person though, so I'm limited on how much and how often I can update this guide (and my day job wears me out). Don't be offended if I don't get to it immediately, I mean no slight against you. :D
If you see something missing from the guide, suggest it. It's quite likely that I've missed something, especially since I don't track new releases very closely.